EA vs Narn - I'm getting slammed

ledfoot

Mongoose
I am new to ACTA and am participating in a small campaign. I chose to run EA: Crusade Era. From my limited understanding of the rules and fleets, I saw the EA strenghts being fighters and broadsides with decent hull strength. In my first battle, it's a 6 pt War. I sent in my Poseidon, Warlock, 2 Apollo's, 8 Chronos, 3 other patrol ships and a bunch of extra fighter flights. Well, it is against Narn and I was deathly afraid of their e-mines against my fighters which forced me to spread out my fighter bases into a huge cloud. My thought was to drive into his fleet and take advantage of the all-around firepower on my ships. Well, by the start of Turn 3, I have just been pounded by his ships and my fighters are only just now getting to range.

With that said, how do you run the EA: Crusade fleet? Any help is greatly appreciated!
 
you might look up the san diego tournament thread and read my comments on my winning crusade fleet. 8)

Chern
 
I saw the EA strenghts being fighters and broadsides with decent hull strength

Earlier EA, maybe.....but by crusade era humanity has got a lot more advanced in its hardware.

You took

Poseidon
Yes, all right, it's got all-round guns. But here's the thing: It's a carrier. It's not bad in a fight compared to how it was in 1st edition, but it's carrying not too far short of a war point of starfuries...as a result it is not capable of holding off an equivalent weight ship in a fight. Let the narns start hitting it with mag gun fire and it's going to get turned to jam. It's value is in the support it provides to its two dozen (!) fighter flights and its command bonus - not its ability to kick stuff.

Warlock
Not a broadside fighter. Look at the stats again. It has forward guns, in spades, but to the flank it kicks out no more firepower than a Nova-class. The warlock needs to keep stuff in its forward arc - putting it out on one flank and advancing it diagonally across the table helps.

2 Apollo's
I've never used apollo strike cruisers, so can't comment, but regular apollos are there to provide missile fire. From long range. They have no secondary guns you want to get in range. Keep them at the back, near the centre, moving in a sort of three-quarter aspect to allow you to keep firing the forward and flank racks wherever possible. Don't try and close the range.

8 Chronos
Look at their stats again.....they have all round guns, but don't mistake that for multi-directional weapons. A Nova-class has vicious firepower in every direction and the more arcs are firing, the better. A Chronos-class has a handful of popguns in any direction and one fat railgun turret on top.
That is the main gun. It may fire in any direction but it still only fires once. As a result, you don't want chronos getting caught in crossfires - instead the turret mount allows you to flank enemies, and use your manouvrability to avoid enemy arcs of fire without worrying about your own.

3 other patrol ships
These are either Hermes - which should again be holding the range open to use those missile racks - or Myrmidons, which want to concentrate on one target...again, they have a turret and a forward gun - no flank batteries.


and a bunch of extra fighter flights
Which will carve frazis apart - and not to mention that the more advanced crusade-era ships tend to be well supplied with flak. Here's a secret - you want him to nuke your fighters with energy mines. Don't offer too many of them up as a single target, but if he uses those one-use energy mines to take out 'furies, he's not using those triple damage, armour piercing nukes on your capital ships.

Put simply, close those starfuries on him at speed. If he drops nukes on them, suck it up - he's using one shot mega weapons to kill a few fighters; you have a supercarrier, a destroyer and some additional wings so there's a cackload more where they came from (and, given the Fleet carrier trait they might be back anyway).

The safest place for your fighters is at close quarters with the narn, where he can't use his mines without blowing his own ships apart, and his only hope is a (distinctly one-sided) dogfight between frazis and superior numbers of aurora starfuries.

As far as capital ships go, though, there's not one ship in there (unless those are strike apollos) that really wants to be heading into the centre of an enemy fleet - flank them with turret-armed ships, and hold the distance as long as possible with missile and laser boats.
 
As a player of both Crusade and narn fleets, I have to say, alas, any plans to just drive into the middle of a fleet of narn have to go out of the wondow, they have just as many guns as you do, in most arcs. You need to use your "comparative" speed and maneuvreability against him. get on his flanks, heck all power past him if you must, you will "probably" be able to turn round quicker unless he is using thentus, var'Nics and G'Vrahns!
group your beams together to get good clean kills. get overlapping fire arcs by flanking ships with the Chronos, you "should" be able to move forward with big circles of death, making him channel his fleet where you want it. don't even think of going toe to toe with him, few fleets can do that against the narn with any confidence.

lets see then, basically

1) use long range sniping from Apollo, Marathon, and Warlocks missiles, either by adding long range missiles, or whatever floats your boat, narn do not have interceptors apart from the g'vrahn.
2) if you miss a boresight, you miss a boresight, don't panic, make sure he misses boresights too
3) keep overlapping firearcs from multiple ships you want to control his movements!
4) don't panic about e-mines. they WILL smack your ships about, but on several ships he gets one shot, then it's done, conversely, your missiles keep on going (i know they aren't area affect, but you can get ap TD missiles)
5) forget the fighter war, one G'Karith sitting back can pretty much nullify your fighters, unless you are certain you can remove his e-mines early, don't bother deploying fighters...However once you do nullify his e-mines, your fighters are superior, don't be afraid to hang fighters out of range until they have a clear sky!

I'll add more as I think of it
 
Sorry, yes.....forgot there to make a distinction between pulsar mines (fighter sweeping) and energy mines (nuking ships)
 
From my limited experience, I'll say only this on the subject of killing those bastard Narn - you need to concentrate fire on one target until it's dead. They have hull points in bucketloads, so blast them with as much firepower as you can until they go down, then switch targets. Nothing is served by scoring minor damage on a lot of ships.
 
... and since they heavily rely on boresights, destroying whole ships instead of damaging several ones, gives the initiative back to you.
 
I have had some experience with the Apollo Strike Carrier. To put it simply, it has big teeth out its sides. But generally Crusade era ships can't deal blow for blow against there narn equivilants. You need to use your range and manouverablitly against the narns. I would suggest using a marathon instead of one of the Apollos.

Also if your buying fighter flights from FAPs then use those points to buy Firebolts. These are nasty. It has two double damage weapons and one of them is a long range precise torpedo.
 
For fighting Narns I would advise the following:

1) Most big guns on Narn ships are boresighted, so need initiative sinks to line up.

2) At mid-long range smaller Narn ships are often almost as heavily armed as big Narn ships.

3) Big Narn ships have a disgusting number of hit points.

This all leads to one overall rule of targetting. Blow the little ones up first. Dont worry too much about Narn fighters, your ships generally have decent antifighter systems and furthermore most of the fire youll be taking from the narn ships at longer ranges will be lasers and emines, so your interceptors will be entirely free to block fighter shots, the upshot is basically that you dont really have much to fear from Narn fighters.

By contrast, keep your own fighters either fully out of range or in your hangar bays until its safe for them to come out and play. If hes got alot of energy mines though and you have a fleet carrier as has been noted, by all means rush him with fighters, if he uses his emines on them, great, if he goes for your ships then, oh well cant be helped but at least youve got fighters clear to pick him apart now.

One big piece of advice Ill offer though. Drop the Posseidon (not litterally as its heavy and will hurt your toes...). The posseidon is basically a war level ship thats primary offensive ability comes from its fighters. Emines can effectively nullify this. And thus have basically removed a whole war points worth of firepower from your fleet before the battles even started. Swap it for a Warlock or a couple of Marathons or Omegas and I suspect youll find the Narn feeling the pain a bit more ;)

Dont get me wrong, the Posseidon is a good ship now but I would NEVER field a dedicated carrier vs Narn or Gaim (or anyone with emines!)

Lastly dont be afraid to close range and trade broadsides with the narns, you have interceptors, they dont. But dont overestimate them, if you let them pour too much fire into one target interceptors wont count for a damn.

So basically:

1) Leave the carrier at home
2) Kill the smaller ships first, as quickly as possible
3) Focus on one target at a time
4) Dont worry about the Frazis
5) KILL ANYTHING WITH NON ONE SHOT EMINES. The only exception to this is the KaBinTak as its so damn tough that its frankly a waste of time pouring fire into it until youve cleared out some areas.
6) Keep your fighters in reserve till later.

Oh there is one exception to the carrier routine: Hyperspace. If you can jump a carrier in behind the narn lines and out of arc of the emines this can be a rather unpleasent surprise. Its a riks, but if the Narns turn to go after it then this is turning part of their firepower away from your main fleet.
 
Truthfully I would've left the Poseidon at home and replaced it with nearly anything else. An equivalent-sized Narn fleet can wipe out a lot of fighters at long range if he cares to, and a Poseidon carries enough fighters that it is worthwhile to use even a 1-shot e-mine to kill them if they group up.

All I can say is that you should keep them back and spread out until you get a good time to dash in and get close to his ships and fighters. If there is a ship that re-loads e-mines, time your dash on the reload round. Get them in close and stay behind him. (I believe the G'Karith lost its aft-firing mines.) Dag'Kars should be attacked first always unless there is a better target of opportunity. They are burlier than they look but they have no real defense if fighters get to them (of course a skilled opponent will make that VERY difficult) and the rest of your fleet will thank you for it.

Beware though, if there are enough fighters attacking, he may e-mine himself to clear them. Several AP/TD hits that can't crit on several of his ships is better than being attacked by 20+ stands ofthunderbolts which CAN crit. G'Kariths will absolutely pulsar-mine allied ships to clear fighters.

What does his fleet look like by the way?

Tzarevitch
 
as Tzarevitch said leave the Carrier at home, try the Excalibur, 1 Command Omega, a warlock and eather standard Omega and a Marathon.

thats my 5pence worth
 
Aye Dag'Kars must die asap. They have a disgusting amount of firepower and are made of toilet paper so should be targeted and destroyed on turn one if possible!
 
Back
Top